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FearmongerThis collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning a fearmonger takes a move action, and you can activate it from up to 60 feet away as a standard action twice per day. When activated, the fearmonger unleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and fear effect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses of fearmongers for 24 hours.
Fearmonger, Mk 1Source Galactic Magic pg. 45 Level 4; Price 2,000; Bulk 1DescriptionThe fearmonger causes creatures of CR 6 or lower in the area to become shaken for 1d4+1 rounds (Will DC 14 negates).
Fearmonger, Mk 2Source Galactic Magic pg. 45 Level 8; Price 9,300; Bulk 1DescriptionThe fearmonger causes creatures of CR 10 or lower in the area to become shaken for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is frightened for 1 round, after which they are shaken for 1d4 rounds. Fearmonger, Mk 3Source Galactic Magic pg. 45 Level 12; Price 35,000; Bulk 1DescriptionThe fearmonger causes all creatures regardless of CR in the area to become shaken for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead panicked for 1 round, after which they are shaken for 1d4 rounds.
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